I think that in 2006 to 2007 they were ahead of the curve on some issues, but didn't really commit to being wholly complete. It's very easy to criticize the shortcomings of a system, another thing entirely to build an alternative. That's probably why wholesale rules revisions such as FantasyCraft are so rare. Making a viable set of rules is a huge group effort requiring playtesters, production values, and a willingness to accept good-faith criticism and compromise of one's personal vision to better refine a product for general sale. Something the Tome authors were not so great at doing.
That seems accurate. I am now 2 years into making my own heavily redesigned 3.x game.
This is my personal experience, but the bad actors would've found other ways to sabotage campaigns even if X-Cards weren't in use. I can understand why some groups would prefer a quick "flag" via a signal than outright discussion, which carries its own weaknesses, but I take it that it's more a subjective level of comfort.
If the X-Card mechanic required explanation upon use it would be better, but a no-discussion absolute-veto, is inherently broken, IMO. If bad actors are going to sabotage the game some other way, confrontation over their behaviour can be swift. Any time I've seen the X-Cards in place they're treated as a sacred ritual which cannot be evaluated or questioned, only obeyed. Which makes it a perfect tool for abuse. I think the X-Card system makes assumptions about human behaviour which just aren't correct. Someone in the middle of a panic attack is likely to forget it exists, while for bad actors it's a perfect tool to abuse. And if I know the group well enough that I could trust them not to abuse the X-Card, I know them well enough that a session 0 discussion will be more than sufficient.
I think that "we need rules to curb the DM abusing their authority" already implies a lack of trust and adversarial stance, which is already starting off the group on the wrong foot.
If you assume the GM is acting out of
Malice, sure (which I understand from your review, that seems to be the Gaming Den's assumption). If you are trying to prevent bad times caused by GM inexperience, or the simple difficulty of trying to keep many things straight at the same time, however, it's offloading some of the cognitive load to an explicit mutual framework which allows a bunch of the little details to be managed by the group as a whole rather than all dumped on the GM.
It's treating what should be a casual social hangout to something closer to a governmental organization where you have to create rules with the expectation that there are bad actors out there who are going to abuse the system.
I think that kind of framework that assumes bad actors exist and will need to be addressed is necessary for public tables where you don't know everyone involved well. Many games operate under that environment. Convention games, and online games in particular, everyone in the group may not already be friends with a rapport and trust built up over years.
I don't think it's a "casual social hangout" though. It's a commitment to a group schedule where you not showing up affects other people. It's closer to joining a sports team. If you and Jim no-call-no-show, Jeff and Susan shelled out $50 in gas to get here, and now we're stuck playing boardgames instead because we don't have enough people to run a proper session. This particular headache has had me actively consider trying the West Marches structure where each session is scheduled individually and only happens if at least 4 players schedule it.
True, but the Tomes don't really work at this as they don't really provide DM advice for rebalancing large parts of the game around their high-powered options and trivialization of resource management in 3.5. I don't know to what extent this is due to the Tomes being an ultimately unfinished product vs. a reflection of the Gaming Den's own biased views against the "tyranny of the DM," but I imagine it's more of the latter than the former based on my own experiences and observations of their community.
That's fair. I think that's a lot of why I never actually used their "fixes" after I read them (though I considered trying their feat rebalances, without the rest). It felt like they were pointing out problems without fixing most of them.
They wouldn't consider these improvements quite simply due to the fact that a significant portion of the Gaming Den just likes to talk sh*t to talk sh*t. As you can see in Frank and K's Exalted "review," they aren't above grasping at the thinnest of straws to criticize a product. The whole "five people worked on this book" being described as a bad thing in and of itself is quite rich coming from someone who both worked as a freelancer for 2 Shadowrun products with far more employees, and for someone who has reviewed dozens of sourcebooks with larger writing teams.

Okay, fair point. But they do seem to skew more simulationist (the fact that he wrote for Shadowrun 4 or 5 lines up with that), and most of the "Fixes" since 2010 for the issues people identified in 3.x are for a non-simulationist gaming psychographic.
And while there are outliers, a significant portion of the Den support whatever Frank Trollman in particular espoused
Ah yes, cults of personality.
including the notion that D&D 5e is actually a vaporware product.
What's his argument there? Because I 100% found it to be a bait and switch from what was promised their plan was back when Monte Cook was on the team, and the marketing that they were "Bringing Back" the Realms. I have buyer's remorse for all my 5e books I purchased except for: Lost Tales of Myth Drannor (limited print run Gen Con book I had to PoD); Dragon Heist (which I treat as some additional people and locations and maps for the 2e City of Splendors boxed set and the 3e Waterdeep hardcover, and don't use as intended); and Out of the Abyss (which was outsourced to Wolfgang Baur of Kobold Press). Definitely felt like it was false advertising. My 5e books live in a box at the back of my closet (which is a step down from my WoD books which are on the small book shelf I rarely look at, which itself is a step down from my main bookshelf of books I like and am likely to use again in the future).
I think that may be because your own tastes are in the minority. I don't mean this as an insult, so much that the ethos espoused by the Gaming Den and like-minded people isn't really a sought out for playstyle. Either for people at the gaming table or as a customer base to which to cater. I understand that this can make it all the more frustrating when most gamers don't share your playstyle, so I sympathize with you on that front.
Yeah, more simulationist gaming is a niche, and one which has been neglected since ~2008. I talked about it
yesterday, here. I agree I'm in the minority. One doesn't conclude the industry has mostly stopped making games they like and if they want new games they like they will have to make them themselves, if they're the target audience of many existing productlines.
I think that these kinds of situations are going to be inevitable no matter how detailed or simulationist the rules system is.
They are inevitable, sure. You can catch the ones which are more likely to come up, but you'll never catch all of them.
Rules are better off done as an abstraction, and such scenarios are better off handled as ad hoc rulings given how rarely they will come up in most gaming groups.
To some extent I agree, but I think where we disagree is in the fidelity of the mechanics which come up regularly, and how rare an 'edge case' would need to be for it to not be worth patching. There is, afterall, a reason I like GURPS and Shadowrun4e, and Rolemaster 4e, and Mythras, but didn't like Savage Worlds / OVA or Shadowrun 6e or the "new" Chaosium Runequest.
And in regards to digital games, I feel that this is one advantage video games have over tabletop: an immersive sim and physics engine is a workable goal for the former, but unrealistic for the latter.
I don't think you need a whole accurate physics engine like a videogame, for a simulationist-leaning TTRPG, but there's a reason my more simulationist-leaning 3.x rewrite TTRPG is being built as an app, not a paper book. A more simulationist-leaning game will have more stuff going on to keep track of, and digital tools will allow me to make that more user-friendly than the likes of Shadowrun and GURPS. So, I agree with you here as well, actually. The gameplay I like in a TTRPG are inherently slower and clunkier if it needs to be run entirely through human memory of a big book. I do think you could run GURPS or Shadowrun 4e very nicely through a Foundry VTT Module or similar though.
Thank you. I don't mind minor nitpicking as long as it's made in good faith.

- I always appreciate someone who can take good-faith minor nitpicking without getting angry and taking it as a personal attack.
The polling period has since passed, and the winner was Elder Evils, which I also reviewed on this site here.
Monte Cook's Iron Heroes and Zelda D20 were the runners up, but TBH I don't know when I'll get around to those.
Fair fair. I'll check out your Elder Evils article later. I've just added it to my reading list.